Search found 5019 matches
- Thu Apr 30, 2026 5:06 pm
- Forum: Gameplay Help
- Topic: Logic circuit design methods
- Replies: 2
- Views: 319
Re: Logic circuit design methods
If you consider AI like chatgpt, it's not very good at making combinator contraption on its own imo. It's much better at telling you what already exist in the web, which is a lot. Because the wiring is often time not described with words, it's shown in a blueprint or a picture and thus AI has less ...
- Thu Apr 30, 2026 4:42 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Trains randomly pausing at waypoint stations
- Replies: 12
- Views: 1134
Re: [2.0.76] Trains randomly pausing at waypoint stations
It's very simple: A stop is a waypoint if, and only if, its schedule entry has no wait conditions; the train will not stop, except for "no path" situations. If there's at least one wait condition (it doesn't matter which kind), that stop is not a waypoint and the train must stop.
Mmmm about the ...
- Thu Apr 30, 2026 9:44 am
- Forum: Wiki Talk
- Topic: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
- Replies: 26
- Views: 8252
Re: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
About AI: I learnt I need to "discuss" errors with the AI and point out errors. It will apologize and correct. It will reveal part of its "thinking" process. Previously, I assumed if I create the perfect prompt with the perfect ruleset, the translation will be perfect. I was furious the AI never ...
- Thu Apr 30, 2026 9:25 am
- Forum: Fixed for 2.1
- Topic: [2.0.76] Trains randomly pausing at waypoint stations
- Replies: 12
- Views: 1134
Re: [2.0.76] Trains randomly pausing at waypoint stations
I have tried twice to add the save - each time the preview window shows it properly added but it doesn't show up in the post...
None of the waypoints have any conditions - if they did then they would not be waypoints.
Really glad this was fixed, the issue with the savegame was maybe its size ...
- Thu Apr 30, 2026 9:03 am
- Forum: Gameplay Help
- Topic: Asteroid spawning implementation
- Replies: 10
- Views: 3653
Re: Asteroid spawning implementation
[...]
I think your observations are incomplete,as you had some luck for now, but one time your ship will not be moving and you will encounter asteroids from all sides , including the back !
This just doesn't occur on Nauvis, where only harmful harmless asteroids exists, but otherwise, they do ...
- Wed Apr 22, 2026 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 65
- Views: 12812
Re: Change huge asteroid explosive resistance to 100%
Already I made a mod that doesn't change your beloved 99% explosive resistance. But of course you keep arguing about this as per usual. I explained this before 20 times to you re: why I mentioned resistance indirectly for turret priority, instead of turret priority directly.
"changing ...
- Wed Apr 22, 2026 11:50 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 65
- Views: 12812
Re: Change huge asteroid explosive resistance to 100%
ok buddy, when you even attempt to make a UPS optimal prom ship, get back to me
I understand you don't want to argue, but the nature of your dismissal just goes to show that you easily consider the matter very niche and requiring expertise, only valid in a precise scenario, the UPS optimisation ...
- Wed Apr 22, 2026 11:10 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 65
- Views: 12812
Re: Change huge asteroid explosive resistance to 100%
ok buddy, when you make a UPS optimal prom ship, get back to me
When i look at the ship you posted on reddit, it doesn't feature the second layer of low quality railgun designed to pierce thru the higher quality level of railguns in case an huge asteroid isn't destroyed : https://www.reddit.com ...
- Wed Apr 22, 2026 10:52 am
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 626
Re: Modlists Saving feature for different playthroughs
This already exist i think, there is a "modpack" category, which often time is just that, a mod whose only action is to help load a set of other mods. It is also used by people that want to share their modlist/modpack but it require a little more invovlvement, maybe better for you since you are ...
- Wed Apr 22, 2026 10:38 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 65
- Views: 12812
Re: Change huge asteroid explosive resistance to 100%
I see the same: dozen of hours and 20 round trips without any damage, then suddenly one hit with my much smaller prom ship as well, but I was never able to see the reason.
When I switched to the platform one second after the alert, there was no asteroid any more, so it wasn't a huge asteroid. Not ...
- Wed Apr 22, 2026 5:09 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4132
Re: Add "quality priority" to inserters
this setup has no room to remove spoilage, it will break down anyway
- Tue Apr 21, 2026 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 626
Re: Modlists Saving feature for different playthroughs
I program myself.
Mmmm I thought it was comon a thing to all programmer to avoid making claim on how much times things takes without seeing the code, a joke sometimes that things takes always more time than anticipated even when you know everything about the code . I would advise against it in ...
- Tue Apr 21, 2026 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 626
Re: Modlists Saving feature for different playthroughs
Well I found nothing via search that matched this.
Weird when using "modlist" there aren't that many results.
The question rises then: why is not implemented after it has been asked for so often?
It's not like this is time consuming to implement: at least the basic save and load saved lists ...
- Tue Apr 21, 2026 11:46 am
- Forum: Ideas and Suggestions
- Topic: Modlists Saving feature for different playthroughs
- Replies: 10
- Views: 626
Re: Modlists Saving feature for different playthroughs
there are often suggestions about modlists in game like : viewtopic.php?t=132433
- Tue Apr 21, 2026 11:32 am
- Forum: Ideas and Suggestions
- Topic: Rail signal to let more than 1 train into a block
- Replies: 2
- Views: 251
Re: Rail signal to let more than 1 train into a block
There was a mod like this viewtopic.php?t=110584 , and back then the answer was : yesKyralessa wrote: Tue Apr 21, 2026 9:17 am What if trains are backed up in that block? Should subsequent trains just plow through the first train?
- Tue Apr 21, 2026 11:06 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4132
Re: Add "quality priority" to inserters
But even setting 'Mount Fortress' aside, I plan to use this blueprint in other playthroughs as well (including vanilla). The concept remains virtually the same — essentially, it’s an Omni-factory. This term was coined by someone in the community, either on Reddit or the forums, I don't recall ...
- Tue Apr 21, 2026 9:53 am
- Forum: Gameplay Help
- Topic: Optimize expansion
- Replies: 3
- Views: 336
Re: Optimize expansion
So all you need to do is to find the time how long it takes in your setup for one production line to craft the ingredients for one production line. Then apply the exponential growth:
steps = whole time / time per 1 production line
amount of production lines after steps = 2^steps
That's a ...
- Tue Apr 21, 2026 8:29 am
- Forum: Gameplay Help
- Topic: Optimize expansion
- Replies: 3
- Views: 336
Re: Optimize expansion
imo it may be quite tedious to use an external calculator to model an existing factory, if you have trains bottleneck for example, it will create a discrepancy between what the calculator predict and the actual behavior in game and this would be difficult to tell the calculator, if you try to make ...
- Mon Apr 20, 2026 12:18 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4132
Re: Add "quality priority" to inserters
A challenge should have rules
I am not very good at respecting the rules, for me it was :
just Open a calculator, pick a finished product, and then imagine switching that end product mid-process.
For example: to produce 55.379 modules per minute,
But i didn't open a calculator, so it ...
- Sun Apr 19, 2026 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Allow combinators to generate "pure" quality signals
- Replies: 5
- Views: 1708